1400 Participants Needed

Game-Based Learning Intervention for Health Behaviors

(UTC Trial)

Recruiting at 2 trial locations
BR
Overseen ByBrittany Rosen, PhD, MeD
Age: < 18
Sex: Any
Trial Phase: Academic
Sponsor: Children's Hospital Medical Center, Cincinnati
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)
Approved in 1 JurisdictionThis treatment is already approved in other countries

Trial Summary

What is the purpose of this trial?

The study aims to implement Using the Connect (UTC), an innovative, game-based intervention designed to increase protective factors and decrease adolescent pregnancies. This intervention will be implemented in Texas middle schools and community-based organizations. The long-term goal is to promote optimal health in youth and prevent adolescent pregnancy in populations disproportionately impacted by adolescent pregnancy and sexually transmitted infection (STI) rates. The short-term objective is to conduct a robust, multi-site clustered randomized controlled trial to evaluate implementation outcomes and the impact of UTC, a novel theory-based game developed using powerful and effective human-centered design (HCD) strategies, on intention to delay sexual activity.

Do I need to stop my current medications to join the trial?

The trial protocol does not specify whether you need to stop taking your current medications.

Will I have to stop taking my current medications?

The trial information does not specify whether participants must stop taking their current medications.

What data supports the idea that Game-Based Learning Intervention for Health Behaviors is an effective treatment?

The available research shows that game-based learning interventions can be effective in improving health-related knowledge and behaviors. For example, a study on board games found a large effect on health knowledge and a small-to-moderate effect on behaviors. Another study showed that an online team-based game helped improve blood glucose control in veterans with type 2 diabetes. These findings suggest that game-based learning can be a useful tool for improving health outcomes.12345

What data supports the effectiveness of the treatment Using the Connect, Using the Connect, UTC?

Research shows that game-based learning, like board games, can improve health-related knowledge and behaviors. A meta-analysis found that such games have a large effect on increasing health knowledge and a moderate effect on changing behaviors, suggesting that similar game-based interventions could be effective for health behavior changes.12345

What safety data exists for the Game-Based Learning Intervention for Health Behaviors?

The provided research does not directly address safety data for the Game-Based Learning Intervention for Health Behaviors or its alternative names like Using the Connect (UTC). The studies focus on adverse event reporting systems, particularly in the context of vaccines and medications, but do not mention game-based learning interventions. Therefore, no specific safety data for this treatment is available in the provided research.678910

Is the treatment 'Using the Connect' a promising treatment for health behaviors?

Yes, game-based learning, like 'Using the Connect', shows promise in promoting health behaviors. Games can make learning about health more engaging and fun, which can motivate people to change their habits. They connect with people's everyday lives and can be especially effective for those who might not be interested in traditional health education.1112131415

How does the Game-Based Learning Intervention for Health Behaviors differ from other treatments?

The Game-Based Learning Intervention, Using the Connect, is unique because it uses game-based approaches like serious games and gamification to promote health behavior change, making it more engaging and motivating compared to traditional treatments. This approach is particularly effective for reaching and engaging target groups that are typically difficult to reach or disinterested in conventional health interventions.1112131415

Research Team

BR

Brittany Rosen, PhD, MEd

Principal Investigator

Children's Hospital Medical Center, Cincinnati

Eligibility Criteria

This trial is for middle school-aged youth in Texas who can read and complete surveys in English without help. They must be at one of the participating schools or community organizations. It's not open to those who cannot read and speak English.

Inclusion Criteria

I am a middle school student at a participating site in Texas.
Ability to complete Using the Connect in English
Ability to read and complete surveys in English without assistance

Exclusion Criteria

I cannot read or speak English.

Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Baseline Assessment

Participants complete validated surveys prior to participating in the treatment or control group

1 week
1 visit (in-person or virtual)

Treatment

Participants engage in the Using the Connect (UTC) game-based intervention, consisting of four games and a take-away activity

8 hours total
Multiple sessions (in-person)

Immediate Post-Assessment

Participants complete surveys immediately after participating in the treatment or control group

1 week
1 visit (in-person or virtual)

Follow-up

Participants are monitored for changes in intention to delay sexual intercourse at 3-month and 9-month follow-up surveys

9 months
2 visits (in-person or virtual)

Treatment Details

Interventions

  • Using the Connect
Trial OverviewThe study tests 'Using the Connect' (UTC), a game-based intervention aimed at increasing protective factors against adolescent pregnancy and STI rates by encouraging youths to delay sexual activity.
Participant Groups
2Treatment groups
Experimental Treatment
Active Control
Group I: Using the ConnectExperimental Treatment1 Intervention
Using The Connect (UTC) is a game-based learning program designed for middle school-aged youth (ages 9-15 or grades 6-8) consisting of four games played in a facilitated environment, and one take-away activity. The goals of the program include:To be a vehicle that encourages community sharing of healthy teen behavior. To facilitate safe connections between youth and adults in their community. To empower youth to lead healthy sexual lives. The four games each focus on specific health content or skills including growth and development, accessing information, positive communication, and decision-making. Each of the four games is intended to be played for a total of 90 minutes, split up into sessions of 30 minutes per game. When combining all gameplay sessions, along with the instructions for the take-away activity and program wrap-up activity, organizations will dedicate approximately 8 hours to the program.
Group II: Business as UsualActive Control1 Intervention
Participants will not receive the Using the Connect curriculum.

Using the Connect is already approved in United States for the following indications:

🇺🇸
Approved in United States as Using the Connect for:
  • Adolescent pregnancy prevention
  • Sexually transmitted infection (STI) prevention

Find a Clinic Near You

Who Is Running the Clinical Trial?

Children's Hospital Medical Center, Cincinnati

Lead Sponsor

Trials
844
Recruited
6,566,000+

Texas A&M University

Collaborator

Trials
156
Recruited
28,900+

Findings from Research

The game-based learning intervention, Tapamole, achieved a 100% sensitivity in recognizing melanoma features, outperforming the pamphlet group's 95%, indicating its effectiveness in education.
Both the game and pamphlet interventions showed similar specificity and accuracy, but participants found the game more enjoyable, suggesting that engaging educational tools can enhance learning experiences.
Online, game-based education for melanoma recognition: A pilot study.Maganty, N., Ilyas, M., Zhang, N., et al.[2019]
The analogue game tested in group-based diabetes education significantly enhanced person-centredness and peer dialogues, with 92% of participants and 94% of professionals affirming its effectiveness.
The game fostered a playful atmosphere and active engagement, leading to valuable reflections and insights into the needs of people with diabetes, as reported by both participants and healthcare professionals.
Testing an analogue game to promote peer support and person-centredness in education for people with diabetes: A realist evaluation.Stenov, V., Lindgreen, P., Willaing, I., et al.[2021]
Nondigital board games have a significant positive impact on health-related knowledge, with a large effect size (d* = 0.82) based on a systematic review of 21 studies involving a total of 6554 participants.
The use of board games also shows small-to-moderate effects on health behaviors (d* = 0.33) and biological health indicators (d* = 0.37), suggesting they can be effective tools for improving various health outcomes.
Board Games for Health: A Systematic Literature Review and Meta-Analysis.Gauthier, A., Kato, PM., Bul, KCM., et al.[2019]

References

Online, game-based education for melanoma recognition: A pilot study. [2019]
Testing an analogue game to promote peer support and person-centredness in education for people with diabetes: A realist evaluation. [2021]
Board Games for Health: A Systematic Literature Review and Meta-Analysis. [2019]
A Team-Based Online Game Improves Blood Glucose Control in Veterans With Type 2 Diabetes: A Randomized Controlled Trial. [2022]
CREATING A SERIOUS GAME FOR HEALTH. [2015]
User preferences for a mobile application to report adverse events following vaccination. [2020]
The practice of reporting adverse events in a teaching hospital. [2019]
Numbers matter to informed patient choices: a randomized design across age and numeracy levels. [2022]
Patient Characteristics Associated With Voluntary Safety Event Reporting in the Acute Care Setting. [2020]
Ambulatory care visits for treating adverse drug effects in the United States, 1995-2001. [2019]
Process Evaluation of Food Game: A Gamified School-Based Intervention to Promote Healthier and More Sustainable Dietary Choices. [2023]
Schisto and Ladders version 2: a health educational board game to support compliance with school-based mass drug administration with praziquantel - a pilot study. [2021]
[Game-based approaches to prevention and health promotion: serious games and gamification]. [2021]
14.United Statespubmed.ncbi.nlm.nih.gov
Evaluating Efficacy and Validating Games for Health. [2015]
15.United Statespubmed.ncbi.nlm.nih.gov
Nutrition Education and Dietary Behavior Change Games: A Scoping Review. [2023]